skeezix
Internal Development
As many of us know .. Quake3 (and others) are nicely runnable.
There are some bugs in the Q3 nub handlers etc, but they more or less work fine; to me, Q3 is 'unplayable' though -- it runs fine, but that UI is just not tuned to the controls we have; its still a desktop app, mapped to a native app.
Maybe I just suck (I do), but I woudl really love to be able to join into a network Q3 game and stand a chance
I've not fired it up in months, but I recall thinking at the time ...
o most play (at least against bots) is on a flat plane, not too much vertical; we could make it 'drift' towards horizontal, or introduce 'vertical friction' -- when looking up and down or around within a certain up/down region band, it'd be fast moving on the nub (for spinning around or looking a little up/down.) But for looking say more than 30 degrees up/down from straight ahead, it'd start to slow down based on degree-from-straight delta or something; ie: it seemed ot me to tend to fly up/down so easily, when really I just wanted to look around or swivel
A mouse+keyb has always been optimal for FPS (I find Halo etc totally unplayable on Xbox, since I normally am a PC gamer. They have to have auto-targeting and junk to make them remotely useful ) .. I'm not sure why mouse+keyb is so good, but I assume its..
- WASD for move (we have dpad, should be same)
- mouselook mode
- fire while mouselook with same hand
So we've got strafe and forward/back with dpad. Or we could use nub but maybe hard to control.
So how do we manage aiming and shooting? Is the nub too sensitive, is that all? Or do we need to change how we think about it? Any ideas?
(ie: See mupen and Mario 64.. plays okay on the nubs; the nubs aren't at fault, its just how they're used, I think.)
Could get touchscreen play all sorted out and it'd likely work fine (I've played like that on PDAs 7+ years ago), but it'd be awkward imho.
I want dpad (move) and nub (aim) and shoulder (fire) or somesuch..
.. any ideas on what sort of control scheme might make Q3 playable?
Question: I've not had time ot play really, I always just code (Doh ) .. how does Q1 and Q2 and AlephOne play.. they're FPS, do they control okay? Is it just Q3, or do they all stink for controls so far? (Note that Q1/2/3 all use the same control code from pickle, so if Q1 controls okay, I'd think Q3 to control okay.. but maybe the Q3 Game design itself makes the controls need to be peek performance?)
jeff
There are some bugs in the Q3 nub handlers etc, but they more or less work fine; to me, Q3 is 'unplayable' though -- it runs fine, but that UI is just not tuned to the controls we have; its still a desktop app, mapped to a native app.
Maybe I just suck (I do), but I woudl really love to be able to join into a network Q3 game and stand a chance
I've not fired it up in months, but I recall thinking at the time ...
o most play (at least against bots) is on a flat plane, not too much vertical; we could make it 'drift' towards horizontal, or introduce 'vertical friction' -- when looking up and down or around within a certain up/down region band, it'd be fast moving on the nub (for spinning around or looking a little up/down.) But for looking say more than 30 degrees up/down from straight ahead, it'd start to slow down based on degree-from-straight delta or something; ie: it seemed ot me to tend to fly up/down so easily, when really I just wanted to look around or swivel
A mouse+keyb has always been optimal for FPS (I find Halo etc totally unplayable on Xbox, since I normally am a PC gamer. They have to have auto-targeting and junk to make them remotely useful ) .. I'm not sure why mouse+keyb is so good, but I assume its..
- WASD for move (we have dpad, should be same)
- mouselook mode
- fire while mouselook with same hand
So we've got strafe and forward/back with dpad. Or we could use nub but maybe hard to control.
So how do we manage aiming and shooting? Is the nub too sensitive, is that all? Or do we need to change how we think about it? Any ideas?
(ie: See mupen and Mario 64.. plays okay on the nubs; the nubs aren't at fault, its just how they're used, I think.)
Could get touchscreen play all sorted out and it'd likely work fine (I've played like that on PDAs 7+ years ago), but it'd be awkward imho.
I want dpad (move) and nub (aim) and shoulder (fire) or somesuch..
.. any ideas on what sort of control scheme might make Q3 playable?
Question: I've not had time ot play really, I always just code (Doh ) .. how does Q1 and Q2 and AlephOne play.. they're FPS, do they control okay? Is it just Q3, or do they all stink for controls so far? (Note that Q1/2/3 all use the same control code from pickle, so if Q1 controls okay, I'd think Q3 to control okay.. but maybe the Q3 Game design itself makes the controls need to be peek performance?)
jeff